Ashley's Forum Posts

  • I've dealt with many such issues over my entire programming career spanning around 15 years. It's a graphics driver issue I'm afraid, and it's entirely possible for that to be the case after a Construct update, as graphics drivers can fail under essentially random circumstances. I think it should work if you disable hardware acceleration in Chrome settings, as that avoids using the broken graphics driver.

  • I'm afraid this type of problem usually indicates broken graphics drivers. There's not much we can do about it. Try updating the graphics drivers or installing any available system updates. I'd also point out that Windows 7 is no longer supported by either Microsoft or by Google for Chrome.

    Edit: I've also heard from other users that disabling hardware acceleration in Chrome's settings can work around this.

  • There is a section in the manual that covers using Construct as an app.

  • There's a known issue that speech synthesis is not currently supported in Android apps, as it's not supported in the Android WebView yet.

    I'm afraid as both speech recognition and synthesis are both provided entirely by Google, these kinds of issues are out of our hands. You could star the issue for speech synthesis support or file a new issue with them if there is something else wrong.

  • When I added the MobileAdvert plug-in to the project and exported to Android apk, a black screen (about 10 seconds) would appear when the apk was opened on the mobile phone, and then finally the game content appeared.

    Usually that means the ads are not configured, or the configuration is missing. If the ads are correctly configured it should start immediately. The only reason it takes a long time if it's misconfigured is that a bug in Google's code causes it to hang, and Construct works around that by waiting for a period of time and then continuing with ads disabled if it doesn't respond in time.

    In short, some devices like laptops have two GPUs, e.g. a fast but power-hungry gaming GPU and a slow but power-efficient integrated GPU. Which the system uses depends on things like whether it's running on battery and the user's settings. The GPU preference lets you request which GPU gets used - for games usually you want the high performance GPU. However often the system or user settings can override the choice, so it's little more than a hint.

    AFAIK most devices only have one GPU, in which case the setting doesn't matter, as there aren't multiple GPUs to choose between.

  • It's a difficult problem. You will need a backend service, an account system to provide logins, a reporting system that feeds in to that, a system to ban or otherwise moderate accounts that violate the moderation policy, and people to keep reviewing it regularly.

    By far the easiest solution is to not allow players to do anything that could violate a moderation policy. This is why many games auto-assign usernames and avatars, or only allow choosing between combinations of pre-set values, and only provide pre-set messages for player chat.

  • Did you change the anisotropic filtering setting? Usually if that's enabled it improves the image quality of angled surfaces like that, but if you turn it off it can look blurry.

  • If the element has CSS that allows vertical scrolling (e.g. overflow-y: auto;) then the browser should automatically allow scrolling the content with mouse and touch.

  • If you find additional information like settings that work around the problem, remember it would be useful to add those details to the Chrome bug report too.

  • Why does it matter? Surely actual players will run either the x86 or x64 builds only and not switch between them?

    If you trust the Steam Hardware Survey to be representative of your own audience, that is showing that virtually all Windows systems are 64-bit, so you probably won't miss much if you go x64 only.

  • My best advice is: make measurements and be scientific about it. I regularly see weird claims and things that sound technically impossible. People often do things like make multiple changes and then misattribute the thing that actually helped, or make mistakes and misattribute the thing that is making it worse. Software systems are complex, results are not always what you'd think, and even experienced software engineers lose track of the things they've changed along the way.

    If you think something is causing a performance problem, you should be able to measure it, make a single specific change, and then measure a significant improvement afterwards. If you're not doing that, it's not much better than rumour.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Unfortunately this problem is generally caused by broken graphics drivers and not Construct. Try installing any available system software updates or see if you can find an update for your graphics driver.

  • You do not have permission to view this post

  • It's not currently possible for web content to limit the FPS in a way that correctly handles both CPU and GPU overload. For example if you want to limit to 30 FPS, but the GPU is overloaded and running at 25 FPS, it's not possible to handle that properly in JavaScript code without it descending in to a janky mess. You can code something that tries to skip frames or some such, but it won't handle cases like that properly.

    Star this Chrome issue to show support for proper FPS limiting in browsers.

    However if your only goal is to save battery on high-framerate mobile devices, AFAIK these devices already drop the framerate in power saving mode. So if that's your only reason to limit the FPS then I'd argue it's not necessary as it's already handled by the system.